/usr/include/tulip/GlGraphHighDetailsRenderer.h is in libtulip-dev 4.4.0dfsg2-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux 1 and Inria Bordeaux - Sud Ouest
*
* Tulip is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* Tulip is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
*/
///@cond DOXYGEN_HIDDEN
#ifndef Tulip_GLGRAPHHIGHDETAILSRENDERER_H
#define Tulip_GLGRAPHHIGHDETAILSRENDERER_H
#include <tulip/GlGraphRenderer.h>
#include <map>
namespace tlp {
class Graph;
class GlScene;
struct OcclusionTest;
/** \brief Class to display graph with old rendering engine
*
* This class display graph with :
* - Nodes and edges shapes
* - LOD system
* With this renderer you can perform selection
*
* See GlGraphRenderer documentation for functions documentations
*/
class TLP_GL_SCOPE GlGraphHighDetailsRenderer : public GlGraphRenderer {
public:
GlGraphHighDetailsRenderer(const GlGraphInputData *inputData);
GlGraphHighDetailsRenderer(const GlGraphInputData *inputData,GlScene *scene);
~GlGraphHighDetailsRenderer();
virtual void draw(float lod,Camera* camera);
virtual void selectEntities(Camera *camera,RenderingEntitiesFlag type, int x, int y, int w, int h, std::vector<SelectedEntity>& selectedEntities);
protected:
void initSelectionRendering(RenderingEntitiesFlag type, int x, int y, int w, int h, std::map<unsigned int, SelectedEntity> &idMap,unsigned int ¤tId);
void buildSortedList();
void drawLabelsForComplexEntities(bool drawSelected,OcclusionTest *occlusionTest,LayerLODUnit &layerLODUnit);
GlLODCalculator *lodCalculator;
GlScene *baseScene;
GlScene *fakeScene;
Vec4i selectionViewport;
};
}
#endif
///@endcond
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